d_a_alink cleanup / debug work (#3045)

* start d_a_alink debug cleanup

* d_a_alink_damage debug

* d_a_alink_guard debug

* d_a_alink_bow debug

* d_a_alink_boom debug

* d_a_alink_copyrod debug

* d_a_alink_hvyboots debug

* d_a_alink_grab debug

* d_a_alink_sumou debug

* d_a_alink_horse debug

* d_a_alink_canoe debug

* d_a_alink_crawl / d_a_alink_hang debug

* d_a_alink_swim debug

* d_a_alink_hook / d_a_alink_iceleaf debug

* d_a_alink_bottle debug

* d_a_alink_whistle / d_a_alink_kandelaar / d_a_alink_ironball debug

* d_a_alink_demo debug

* d_a_alink_effect debug

* d_a_alink_wolf debug

* d_a_alink debug / cleanup

* cleanup button status enums
This commit is contained in:
TakaRikka
2026-01-17 05:44:37 -08:00
committed by GitHub
parent 43eac24e2e
commit ccdb3fbd2a
85 changed files with 11833 additions and 10199 deletions
+1 -1
View File
@@ -2306,7 +2306,7 @@ static int daB_BQ_Execute(b_bq_class* i_this) {
dComIfG_Ccsp()->Set(&i_this->mCcCoreSph);
sp50 = a_this->eyePos;
if (daPy_getPlayerActorClass()->getCutType() != 0x27 && i_this->mAction >= ACTION_DAMAGE) {
if (daPy_getPlayerActorClass()->getCutType() != daPy_py_c::CUT_TYPE_DOWN && i_this->mAction >= ACTION_DAMAGE) {
sp50.y = player->current.pos.y + 70.0f + KREG_F(7);
} else {
sp50.x -= 20000.0f;